// minimal vertex shader
// www.lighthouse3d.com

uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix;

varying vec2 TexCoord;

//varying vec3 AmbientalLightIntensity;

void main() {

	// the following three lines provide the same result

	//	gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
	//	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	//	gl_Position = ftransform();

	TexCoord = gl_MultiTexCoord0.xy;

	gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * gl_Vertex;
}